u32 text_particle_count;
}
static world_render;
-VG_STATIC void world_render_init(void);
+static void world_render_init(void);
-VG_STATIC void world_link_lighting_ub( world_instance *world, GLuint shader );
-VG_STATIC void world_bind_position_texture( world_instance *world,
+static void world_link_lighting_ub( world_instance *world, GLuint shader );
+static void world_bind_position_texture( world_instance *world,
GLuint shader, GLuint location,
int slot );
-VG_STATIC void world_bind_light_array( world_instance *world,
+static void world_bind_light_array( world_instance *world,
GLuint shader, GLuint location,
int slot );
-VG_STATIC void world_bind_light_index( world_instance *world,
+static void world_bind_light_index( world_instance *world,
GLuint shader, GLuint location,
int slot );
-VG_STATIC void render_world_position( world_instance *world, camera *cam );
-VG_STATIC void render_world_depth( world_instance *world, camera *cam );
-VG_STATIC void render_world( world_instance *world, camera *cam,
+static void render_world_position( world_instance *world, camera *cam );
+static void render_world_depth( world_instance *world, camera *cam );
+static void render_world( world_instance *world, camera *cam,
int layer_depth );
-VG_STATIC void render_world_cubemaps( world_instance *world );
+static void render_world_cubemaps( world_instance *world );
+static void bind_terrain_noise(void);
+
+#define WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( WORLD, SHADER ) \
+ world_link_lighting_ub( WORLD, _shader_##SHADER.id ); \
+ world_bind_position_texture( WORLD, _shader_##SHADER.id, \
+ _uniform_##SHADER##_g_world_depth, 2 ); \
+ world_bind_light_array( WORLD, _shader_##SHADER.id, \
+ _uniform_##SHADER##_uLightsArray, 3 ); \
+ world_bind_light_index( WORLD, _shader_##SHADER.id, \
+ _uniform_##SHADER##_uLightsIndex, 4 );
#endif /* WORLD_RENDER_H */